Shader "Custom/AlphaBlendTransition" { Properties { _Color ("Color", Color) = (1,1,1,1) _Blend ("Texture Blend", Range(0,1)) = 0.0 _MainTex ("Albedo (RGB)", 2D) = "white" {} _MainTex2 ("Albedo 2 (RGB)", 2D) = "white" {} _BumpMap ("Bumpmap", 2D) = "bump" {} _BumpScale("Scale", Float) = 1.0 _SpecGlossMap("Roughness Map", 2D) = "gloss" {} _MetallicGlossMap("Metallic", 2D) = "white" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard fullforwardshadows #pragma target 3.0 #pragma shader_feature _NORMALMAP #pragma shader_feature _METALLICGLOSSMAP #pragma shader_feature _SPECGLOSSMAP struct Input { float2 uv_MainTex; float2 uv_MainTex2; float2 uv_BumpMap; }; sampler2D _MainTex; sampler2D _MainTex2; sampler2D _BumpMap; sampler2D _MetallicGlossMap; half _Blend; fixed4 _Color; void surf (Input IN, inout SurfaceOutputStandard o) { fixed4 c = lerp (tex2D (_MainTex, IN.uv_MainTex), tex2D (_MainTex2, IN.uv_MainTex2), _Blend) * _Color; o.Albedo = c.rgb; fixed4 metal = tex2D (_MetallicGlossMap, IN.uv_MainTex); o.Metallic = metal.r; o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap)); o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }